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Re: [texture] US Army Multicam
Posted: 2014-06-02 15:13
by Rabbit
did you color the button on the sleeve by accident?
Re: [texture] US Army Multicam
Posted: 2014-06-02 19:27
by Insanitypays
[R-DEV]Rabbit wrote:did you color the button on the sleeve by accident?
On purpose. I don't think the button texture looks good so I glaze over it. You wont notice it in game unless you're looking for it.
Same thing the original textures did
Re: [texture] US Army Multicam
Posted: 2014-06-02 19:38
by Rabbit
Would be nice to see a variant with a combat shirt.
Re: [texture] US Army Multicam
Posted: 2014-06-03 01:04
by Insanitypays
[R-DEV]Rabbit wrote:Would be nice to see a variant with a combat shirt.
I've actually experimented with those in the past:
Combat Shirt (OLD)
Only problem here is that the geometry and UVs are kind of limiting and its hard to make it look realistic with the shape of the collar... I've been looking into editing the soldier and kit models, and if I can pull it off in the future, that's one little detail that I'm interested in working on along with some other fixes the soldiers need. Unfortunately I don't really know what's doable and what isn't @ this point
Re: [texture] US Army Multicam
Posted: 2014-06-03 12:23
by Rhino
Insanitypays wrote:On purpose. I don't think the button texture looks good so I glaze over it. You wont notice it in game unless you're looking for it.
Same thing the original textures did
If your holding a pistol and some other weapons you will really notice it since the button is in your face.
I would suggest texturing it back to a button as it just looks odd as it is and will only be seen some of the time.
Re: [texture] US Army Multicam
Posted: 2014-06-03 17:44
by Insanitypays
[R-DEV]Rhino wrote:If your holding a pistol and some other weapons you will really notice it since the button is in your face.
I would suggest texturing it back to a button as it just looks odd as it is and will only be seen some of the time.
Should I add this fix to the original ACU textures as well?
Re: [texture] US Army Multicam
Posted: 2014-06-03 18:23
by Rhino
Would probably be worth it, lets see how it looks on this first.
Re: [texture] US Army Multicam
Posted: 2014-06-03 18:30
by StevePl4y5
I thought the US Army was going to adopt the US4CES pattern, oh well. Btw, I don't know if you're still going for Multicam or the Skorpion, but keep in mind OCP (the US Army Operation Enduring Freedom Pattern) is a little different from actual Crye Multicam.
Personally, I love this, I aprove of this, and I will make sweat love with the Devs for them to put this in the game. ACU is awful and ugly, Multicam is beautiful and totally the way to go.
Re: [texture] US Army Multicam
Posted: 2014-06-03 19:22
by Insanitypays
StevePl4y5 wrote:I thought the US Army was going to adopt the US4CES pattern, oh well. Btw, I don't know if you're still going for Multicam or the Skorpion, but keep in mind OCP (the US Army Operation Enduring Freedom Pattern) is a little different from actual Crye Multicam.
Yea I looked into it ^^ By now I have like 3 different versions of the same camo...
anyway here's the button fix. I tried to make it look as good as possible despite the ugly geometry
1P Fix
Posted: 2014-06-03 22:12
by Cavazos
Spush wrote:Multicam was never really a fully integrated camouflage in the rest of the Army, just for the Astan environment. It's good that they're changing to a better camouflage that out preforms ACU in just about everything.
Camouflage is best when it is specific to an environment. ACU was chosen because it gave the best overall camouflage in multiple environments. Basically to save money.
I don't think this camouflage will out perform ACU in all environments. But it definitely camouflages a hell of a lot better in the Afghanistan environment.
Sent from my XT1028 using Tapatalk
Re: [texture] US Army Multicam
Posted: 2014-06-03 22:42
by Spush
ACU was chosen because it fit best for the environment that the US was in, ie Iraq where it was best rated for urban environments.
Re: [texture] US Army Multicam
Posted: 2014-06-03 23:17
by Rabbit
MiamiHeat87 wrote:Camouflage is best when it is specific to an environment. ACU was chosen because it gave the best overall camouflage in multiple environments. Basically to save money.
I don't think this camouflage will out perform ACU in all environments. But it definitely camouflages a hell of a lot better in the Afghanistan environment.
Sent from my XT1028 using Tapatalk
I think it will, it works at night, get it a bit sandy or dirty and you can blend into woodland or desert well. I love OCP.
Re: [texture] US Army Multicam
Posted: 2014-06-04 00:01
by Insanitypays
I've actually had a Marine tell me that ACU was an effective pattern. I guess its situational. I personally like MARPAT and the whole flip-flopping between camos is part of the reason why I feel better about joining the Marines.
I think the National Guard in the West and midwest USA should keep ACU as their uniform because in those areas there isn't as much green as the East coast.
There are areas very well suited for ACU - particularly mediterranean climates.
Examples:
That digression aside, is there anything else need to be fixed for the skins or are they PR ready?
Re: [texture] US Army Multicam
Posted: 2014-06-04 11:42
by Rhino
Insanitypays wrote:anyway here's the button fix. I tried to make it look as good as possible despite the ugly geometry
1P Fix
screenshots plz

Re: [texture] US Army Multicam
Posted: 2014-06-04 20:27
by Insanitypays
Screen for rhino.
Kept the contrast low so it can blend in with the camo when it isn't directly in your face

Re: [texture] US Army Multicam
Posted: 2014-06-04 21:03
by Rabbit
Re: [texture] US Army Multicam
Posted: 2014-06-04 21:14
by Insanitypays
Looks kind of like the vanilla one...
Anyway, its easy to make a super detailed looking button- that isn't the problem for me. The geometry is disproportionate in my opinion, so instead of making a photo-realistic button I just made it look as inconspicuous as possible.
When you can see the geometry in game, its a button. When you can't see it, it blends in with the camo.
Re: [texture] US Army Multicam
Posted: 2014-06-05 13:37
by Rhino
Ye better but I think it would be worth doing some inside detail to it

Re: [texture] US Army Multicam
Posted: 2014-06-05 21:43
by Insanitypays
[R-DEV]Rhino wrote:Ye better but I think it would be worth doing some inside detail to it
I went back once again to kill this annoying button thing.
So I found I had a bit of an ugly spot caused by the shared UVs of the button and the wrist- I added the black button from the vanilla texture so you can see it better:
I saw this sitting on the vanilla texture while I had it open, so I cut/pasted it for my own uses.
And finally I smoothed+cut out some areas and more or less matched the colors.
=No more noticeable error.
Should I take the bits of fabric off the edges of the button? I think it makes it look a bit more detailed
Now when a server crashes exactly during the ~4 frames of the grenade throwing animation that they can see this part of the arm, they'll see a nice, fancy button.
Re: [texture] US Army Multicam
Posted: 2014-06-05 21:56
by Rhino
Ye looks good, think I can see the problem your toying with which is the arm UV uses the bottom UV and visa versa, with the arm's button UV going outside of the button's mesh border.
Might be worth taking the fabric mat off the button, depends how the arm looks after as it dose look a little odd but ye other than that, looks good
Insanitypays wrote:Now when a server crashes exactly during the ~4 frames of the grenade throwing animation that they can see this part of the arm, they'll see a nice, fancy button.
You can see the button quite a bit when holding a pistol, as well as aiming one, as well as other weapons and if you hold down RMB to aim with the nade you can see your arm for long periods of time too so ye, its for more than just crashing
